Kind of, there is the "every x miliseconds" object. Using it you can make something wait.
I will give an example with psuedo code.
Player presses "Space"
Player.value('iswaiting') == 1
if player.value('iswaiting') == 1
Every 100 miliseconds
player.value('waittime') + 1
If player.value('waittime') == 10
player.value('iswaiting') ==0
player.value('waittime') == 0
perform wanted action
Basically, there are two variables. The one that tells the game if the event needs to wait, and the one that tells how long it needs to wait. Every amount of time tell the game to add one to the waiting time variable, when it equals lets say... ten, that is 10x. If x=100 then that is 1000 miliseconds you have waited, or one second. That is the only way I know how to do it however. I hope this helps.
Instead of doing all that, why not just call a function after delay? You know the Function object?
Function object on the wiki
thanks, that may help as long as wait object is improved
I'd suggest you just use the most recent version of Construct. It doesn't make much of a difference if it's marked stable or not. Version 0.99.84 is being used by many people here on the forum and it shouldn't be considered less stable than 0.99.62. Don't get too hung up on formalities.